﻿
public static class AssetBundleConfig
{
    #region AssetBundleConfig

    /// <summary>需要打包的资源路径 Unity中需要打包的资源路径</summary>
    public readonly static string AssetBundleSourcePath = UnityEngine.Application.dataPath + "/Resources";

    /// <summary>新打出的AssetBundle存放路径 Unity打包出来的AssetBundle包输出路径</summary>
    public readonly static string AssetBundlesOutputPath = UnityEngine.Application.streamingAssetsPath;

    /// <summary>MD5文件名 Unity打包出来后生成的MD5对比文件名称</summary>
    public readonly static string HashCodeFileName = "hash_code.txt";

    /// <summary>旧版本的Asset存放路径 旧版本的AssetBundle包目录 用来跟新包做对比使用</summary>
    public readonly static string OldAssetBundleDirPath = "D:/U3d/AssetBundleTest/LasterAssetBundle";

    /// <summary> 新旧AssetBundle包对比出更新资源的存放目录 这些资源将被打成压缩包上传到CDN中</summary>
    public readonly static string TempAssetBundleDirPath = "D:/U3d/AssetBundleTest/TempAssetBundleTest";

    /// <summary> 压缩更新资源的压缩包存放目录 这个压缩包将被上传到CDN中</summary>
    public readonly static string TempAssetBundleDirPath_ZIP = "D:/U3d/AssetBundleTest/TempAssetBundleTestZIP";

    /// <summary>cdn 地址</summary>
    public readonly static string CdnUrl = "";

    #endregion
}
